This version:
-Blu gets 4 minutes extra time for completing a round.
-Some very alpha-ish "destruction" is added.
-Removed some noclips to make jumping easier.

Next Version:
-These are the first two stages, so we will try to make it (a lot) easier for red to win by: Decreasing sentry spots a little and a increasing red spawn time by 2 seconds.
-Using the feedback .

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I love the first stage. It's very fun, and I just can't wait for more.

However, I completely disagree with your no respawn design choice.

Respawn time is very important because...
- It's a penalty for dying.
- It allows attackers to capture the point while the defenders are waiting to spawn, and it allows the defenders to rebuild their crippled defenses when the attackers are waiting to spawn.

Yeah, no respawn is a really bad idea. It makes some points incredibly difficult to cap because there's a constant stream of defenders spawning right behind the point, whilst the attackers, if they die, have to go all the way back from their spawn.

Thanks x 1

[Φ] Randdalf!: was there like a quake telegram messaging service?
Shmitz: to play Quake you had to wait for packets to arrive by pony

Really beautiful start gents. Playstyle is hectic but that comes with the territory in a "0" respawn wave time environment. Map is biased in favor of the defenders perhaps too much so. The main reason for this is that the chief bottleneck is controlled by a position that the defenders can take over relatively easily. I've made some suggestions along those lines. Just a point on the new screenshots I received... I suggest you open up the area under the length of the new partially enclosed bridge on the attackers side. Opening up only a block like that is actually going to work in favor of the defenders rather than the attacks and is going to provide the defenders with another devastating sentry position on the attackers initial push from spawn.

The next version will have 2 rounds and some respawn time.
Probably 2-4 seconds for blu, and add some to red's respawn time so the teams meet at the chokepoints, because we want the spawn times as low as possible

But only if DBP and Hanz agree, and if we finished round 2 .

The orange building/Building near cap: The last version I saw those were not player-clipped (on purpose). We will fix that